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July 13th, 2007, 05:25 PM
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Re: Mod: Mytheology (update v2.03)
Quote:
Psientist said:
Most of the holy spells I've added are set up as rituals, and they show up in the commander menu. At least in my test games! I"m betting you are not seeing them because (a) your commander doesn't have enough Holy juice (most require Holy 2+), or they haven't been researched yet. I decided to make a number of those Holy spells, unlike the default (which are not rituals), researchable instead of research level 0, to make them show later in the game. "Revelation" would probably be safe to show immediately, however...
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Yeah, I saw that. For whatever reason however, they don't show up in the research tree that I can see. I can cast them now though, so I'm betting it was a lack of research. Does anyone know if spells with holy as the primary path show up in the spells list?
One other thing: the Fallen Archangel's description say it has daeth magic, but it has astral instead, and it's armed with a fist, and the sprite, well - its definitely _not_!
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July 13th, 2007, 07:16 PM
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Re: Mod: Mytheology (update v2.03)
haha!
I'll double check the FA's magic.
The "fist" weapon is a holdover from the #copystats, which acts a little funny about giving weapons to the new unit. I think I had figured a workaround, however, for getting rid of that "fist" problem.
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July 14th, 2007, 03:58 PM
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Re: Mod: Mytheology (update v2.03)
I don't really object to the FA having fist as a weapon, its good enough as it is, but the sprite just doesn't go with fist as a weapon -- it looks like its wielding a wraithsword or a baneblade or something... Further FA problem: it's size two. I don't think its supposed to get trampled to death by minotaurs...
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July 15th, 2007, 04:33 AM
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National Security Advisor
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Re: Mod: Mytheology (update v2.03)
Dark Fire Sword of the Fallen Angel of the Reascendance, most probably.
The one workaround is to copystats unit, give it #weapon "nothing", then copystats the once copystatted unit.
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July 15th, 2007, 04:57 AM
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Major General
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Black Dragon slots
Black Dragon in v2.03 appears to keep all standard-humanoid slots in dragon form. That's a good bargain for 20 design points.
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July 15th, 2007, 04:03 PM
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Re: Black Dragon slots
Endo, I've found that when you #copystats a custom modded unit, sprites problems sometimes arise. I've had to go back and redo all my custom units since the last patch because of that.
keep those bug reports coming!
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July 16th, 2007, 02:22 AM
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Re: Black Dragon slots
I've refrained from commenting earlier, even though I've followed this mod through it's every draft, because I'm generally opposed to strongly shifting the game balance of the whole game in subtle ways that I don't fully understand all the consequences of, when I haven't yet mastered the vanilla game and all it's secrets. (I don't use CB for the same reason.)
Nonetheless, I think you deserve to hear that I think it's a very good mod, the graphics are quite nice and vivid, and some of the units are rather creative. The spells are interesting as well. (While I haven't actually played with it, I've looked at every sprite and read pretty much every line in the modfile.)
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July 21st, 2007, 03:37 AM
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Re: Black Dragon slots
Well; here's a little info on making pretenders out of unique summons. When nobody takes them as pretenders they seem to work fine, not sure what happens if someone does. They also don't get the pretender ability, which is good. However, they can no longer gain heroics, which isn't so nice. , unless of course that is a DOm3 change (I can't recall reading about it anywhere, but it seems possible)
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July 21st, 2007, 12:44 PM
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National Security Advisor
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Re: Black Dragon slots
That is indeed a dom3 change I think.
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August 31st, 2007, 01:53 PM
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Re: Mod: Mytheology Pretenders (update v1.4)
http://www.shrapnelcommunity.com/thr...b=5&o=&fpart=1
This guy has a problem with the feeding frenzy spell, but he posted in the wrong place, so I'm linking.
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